Move some Building traits and related elements to Mods.Common
This commit is contained in:
77
OpenRA.Mods.Common/Traits/Buildings/Bib.cs
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77
OpenRA.Mods.Common/Traits/Buildings/Bib.cs
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@@ -0,0 +1,77 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class BibInfo : ITraitInfo, Requires<BuildingInfo>, Requires<RenderSpritesInfo>
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{
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public readonly string Sequence = "bib";
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public readonly string Palette = "terrain";
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public readonly bool HasMinibib = false;
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public object Create(ActorInitializer init) { return new Bib(init.self, this); }
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}
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public class Bib : INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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readonly BibInfo info;
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readonly RenderSprites rs;
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readonly BuildingInfo bi;
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public Bib(Actor self, BibInfo info)
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{
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this.info = info;
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rs = self.Trait<RenderSprites>();
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bi = self.Info.Traits.Get<BuildingInfo>();
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}
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public void AddedToWorld(Actor self)
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{
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var width = bi.Dimensions.X;
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var bibOffset = bi.Dimensions.Y - 1;
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var centerOffset = FootprintUtils.CenterOffset(self.World, bi);
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var location = self.Location;
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var rows = info.HasMinibib ? 1 : 2;
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var map = self.World.Map;
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for (var i = 0; i < rows * width; i++)
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{
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var index = i;
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var anim = new Animation(self.World, rs.GetImage(self));
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var cellOffset = new CVec(i % width, i / width + bibOffset);
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var cell = location + cellOffset;
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// Some mods may define terrain-specific bibs
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var terrain = map.GetTerrainInfo(cell).Type;
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var testSequence = info.Sequence + "-" + terrain;
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var sequence = anim.HasSequence(testSequence) ? testSequence : info.Sequence;
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anim.PlayFetchIndex(sequence, () => index);
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anim.IsDecoration = true;
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// Z-order is one set to the top of the footprint
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var offset = self.World.Map.CenterOfCell(cell) - self.World.Map.CenterOfCell(location) - centerOffset;
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var awo = new AnimationWithOffset(anim, () => offset, null, -(offset.Y + centerOffset.Y + 512));
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rs.Add("bib_{0}".F(i), awo, info.Palette);
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}
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}
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public void RemovedFromWorld(Actor self)
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{
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var width = bi.Dimensions.X;
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var rows = info.HasMinibib ? 1 : 2;
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for (var i = 0; i < rows * width; i++)
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rs.Remove("bib_{0}".F(i));
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}
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}
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}
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190
OpenRA.Mods.Common/Traits/Buildings/Building.cs
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190
OpenRA.Mods.Common/Traits/Buildings/Building.cs
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@@ -0,0 +1,190 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Remove this trait to limit base-walking by cheap or defensive buildings.")]
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public class GivesBuildableAreaInfo : TraitInfo<GivesBuildableArea> {}
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public class GivesBuildableArea {}
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public class BuildingInfo : ITraitInfo, IOccupySpaceInfo, UsesInit<LocationInit>
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{
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[Desc("Where you are allowed to place the building (Water, Clear, ...)")]
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public readonly string[] TerrainTypes = {};
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[Desc("The range to the next building it can be constructed. Set it higher for walls.")]
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public readonly int Adjacent = 2;
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[Desc("x means space it blocks, _ is a part that is passable by actors.")]
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public readonly string Footprint = "x";
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public readonly CVec Dimensions = new CVec(1, 1);
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public readonly bool RequiresBaseProvider = false;
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public readonly bool AllowInvalidPlacement = false;
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public readonly string[] BuildSounds = { "placbldg.aud", "build5.aud" };
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public readonly string[] UndeploySounds = { "cashturn.aud" };
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public object Create(ActorInitializer init) { return new Building(init, this); }
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public Actor FindBaseProvider(World world, Player p, CPos topLeft)
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{
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var center = world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(world, this);
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foreach (var bp in world.ActorsWithTrait<BaseProvider>())
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{
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var validOwner = bp.Actor.Owner == p || (world.LobbyInfo.GlobalSettings.AllyBuildRadius && bp.Actor.Owner.Stances[p] == Stance.Ally);
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if (!validOwner || !bp.Trait.Ready())
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continue;
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// Range is counted from the center of the actor, not from each cell.
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var target = Target.FromPos(bp.Actor.CenterPosition);
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if (target.IsInRange(center, WRange.FromCells(bp.Trait.Info.Range)))
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return bp.Actor;
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}
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return null;
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}
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public bool IsCloseEnoughToBase(World world, Player p, string buildingName, CPos topLeft)
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{
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if (p.PlayerActor.Trait<DeveloperMode>().BuildAnywhere)
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return true;
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if (RequiresBaseProvider && FindBaseProvider(world, p, topLeft) == null)
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return false;
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var buildingMaxBounds = Dimensions;
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var buildingTraits = world.Map.Rules.Actors[buildingName].Traits;
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if (buildingTraits.Contains<BibInfo>() && !(buildingTraits.Get<BibInfo>().HasMinibib))
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buildingMaxBounds += new CVec(0, 1);
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var scanStart = world.Map.Clamp(topLeft - new CVec(Adjacent, Adjacent));
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var scanEnd = world.Map.Clamp(topLeft + buildingMaxBounds + new CVec(Adjacent, Adjacent));
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var nearnessCandidates = new List<CPos>();
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var bi = world.WorldActor.Trait<BuildingInfluence>();
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var allyBuildRadius = world.LobbyInfo.GlobalSettings.AllyBuildRadius;
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for (var y = scanStart.Y; y < scanEnd.Y; y++)
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{
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for (var x = scanStart.X; x < scanEnd.X; x++)
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{
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var pos = new CPos(x, y);
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var at = bi.GetBuildingAt(pos);
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if (at == null || !at.IsInWorld || !at.HasTrait<GivesBuildableArea>())
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continue;
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if (at.Owner == p || (allyBuildRadius && at.Owner.Stances[p] == Stance.Ally))
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nearnessCandidates.Add(pos);
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}
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}
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var buildingTiles = FootprintUtils.Tiles(world.Map.Rules, buildingName, this, topLeft).ToList();
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return nearnessCandidates
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.Any(a => buildingTiles
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.Any(b => Math.Abs(a.X - b.X) <= Adjacent
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&& Math.Abs(a.Y - b.Y) <= Adjacent));
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}
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}
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public class Building : IOccupySpace, INotifySold, INotifyTransform, ISync, ITechTreePrerequisite, INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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public readonly BuildingInfo Info;
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public bool BuildComplete { get; private set; }
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[Sync] readonly CPos topLeft;
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readonly Actor self;
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public readonly bool SkipMakeAnimation;
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/* shared activity lock: undeploy, sell, capture, etc */
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[Sync] public bool Locked = true;
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public bool Lock()
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{
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if (Locked)
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return false;
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Locked = true;
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return true;
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}
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public void Unlock() { Locked = false; }
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public CPos TopLeft { get { return topLeft; } }
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public WPos CenterPosition { get; private set; }
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public IEnumerable<string> ProvidesPrerequisites { get { yield return self.Info.Name; } }
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public Building(ActorInitializer init, BuildingInfo info)
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{
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this.self = init.self;
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this.topLeft = init.Get<LocationInit, CPos>();
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this.Info = info;
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occupiedCells = FootprintUtils.UnpathableTiles( self.Info.Name, Info, TopLeft )
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.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
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CenterPosition = init.world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(init.world, Info);
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SkipMakeAnimation = init.Contains<SkipMakeAnimsInit>();
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}
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Pair<CPos, SubCell>[] occupiedCells;
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public IEnumerable<Pair<CPos, SubCell>> OccupiedCells() { return occupiedCells; }
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public void Created(Actor self)
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{
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if (SkipMakeAnimation || !self.HasTrait<WithMakeAnimation>())
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NotifyBuildingComplete(self);
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}
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public void AddedToWorld(Actor self)
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{
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self.World.ActorMap.AddInfluence(self, this);
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self.World.ActorMap.AddPosition(self, this);
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self.World.ScreenMap.Add(self);
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}
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public void RemovedFromWorld(Actor self)
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{
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self.World.ActorMap.RemoveInfluence(self, this);
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self.World.ActorMap.RemovePosition(self, this);
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self.World.ScreenMap.Remove(self);
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}
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public void NotifyBuildingComplete(Actor self)
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{
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if (BuildComplete)
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return;
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BuildComplete = true;
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Locked = false;
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foreach (var notify in self.TraitsImplementing<INotifyBuildComplete>())
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notify.BuildingComplete(self);
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}
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public void Selling(Actor self)
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{
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BuildComplete = false;
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}
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public void Sold(Actor self) { }
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public void BeforeTransform(Actor self)
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{
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foreach (var s in Info.UndeploySounds)
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Sound.PlayToPlayer(self.Owner, s, self.CenterPosition);
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}
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public void OnTransform(Actor self) { }
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public void AfterTransform(Actor self) { }
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}
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}
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63
OpenRA.Mods.Common/Traits/Buildings/BuildingInfluence.cs
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63
OpenRA.Mods.Common/Traits/Buildings/BuildingInfluence.cs
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@@ -0,0 +1,63 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
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* This file is part of OpenRA, which is free software. It is made
|
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* available to you under the terms of the GNU General Public License
|
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* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("A dictionary of buildings placed on the map. Attach this to the world actor.")]
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public class BuildingInfluenceInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new BuildingInfluence(init.world); }
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}
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public class BuildingInfluence
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{
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CellLayer<Actor> influence;
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Map map;
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public BuildingInfluence(World world)
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{
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map = world.Map;
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influence = new CellLayer<Actor>(map);
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world.ActorAdded += a =>
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{
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var b = a.TraitOrDefault<Building>();
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if (b == null)
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return;
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foreach (var u in FootprintUtils.Tiles(map.Rules, a.Info.Name, b.Info, a.Location))
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if (map.Contains(u) && influence[u] == null)
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influence[u] = a;
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};
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world.ActorRemoved += a =>
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{
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var b = a.TraitOrDefault<Building>();
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if (b == null)
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return;
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foreach (var u in FootprintUtils.Tiles(map.Rules, a.Info.Name, b.Info, a.Location))
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if (map.Contains(u) && influence[u] == a)
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influence[u] = null;
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};
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}
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public Actor GetBuildingAt(CPos cell)
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{
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if (!map.Contains(cell))
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return null;
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return influence[cell];
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}
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}
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}
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85
OpenRA.Mods.Common/Traits/Buildings/BuildingUtils.cs
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85
OpenRA.Mods.Common/Traits/Buildings/BuildingUtils.cs
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@@ -0,0 +1,85 @@
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#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
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#endregion
|
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public static class BuildingUtils
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{
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public static bool IsCellBuildable(this World world, CPos cell, BuildingInfo bi, Actor toIgnore = null)
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{
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if (!world.Map.Contains(cell))
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return false;
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if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell) != null)
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return false;
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if (!bi.AllowInvalidPlacement && world.ActorMap.GetUnitsAt(cell).Any(a => a != toIgnore))
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return false;
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return bi.TerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type);
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}
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public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, CPos topLeft, Actor toIgnore)
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{
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if (building.AllowInvalidPlacement)
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return true;
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var res = world.WorldActor.Trait<ResourceLayer>();
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return FootprintUtils.Tiles(world.Map.Rules, name, building, topLeft).All(
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t => world.Map.Contains(t) && res.GetResource(t) == null &&
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world.IsCellBuildable(t, building, toIgnore));
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}
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public static IEnumerable<CPos> GetLineBuildCells(World world, CPos location, string name, BuildingInfo bi)
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{
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var lbi = world.Map.Rules.Actors[name].Traits.Get<LineBuildInfo>();
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var topLeft = location; // 1x1 assumption!
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if (world.IsCellBuildable(topLeft, bi))
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yield return topLeft;
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// Start at place location, search outwards
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// TODO: First make it work, then make it nice
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var vecs = new[] { new CVec(1, 0), new CVec(0, 1), new CVec(-1, 0), new CVec(0, -1) };
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int[] dirs = { 0, 0, 0, 0 };
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for (var d = 0; d < 4; d++)
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{
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for (var i = 1; i < lbi.Range; i++)
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{
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if (dirs[d] != 0)
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continue;
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var cell = topLeft + i * vecs[d];
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if (world.IsCellBuildable(cell, bi))
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continue; // Cell is empty; continue search
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// Cell contains an actor. Is it the type we want?
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if (world.ActorsWithTrait<LineBuildNode>().Any(a =>
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(
|
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a.Actor.Location == cell &&
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a.Actor.Info.Traits.Get<LineBuildNodeInfo>().Types.Intersect(lbi.NodeTypes).Any()
|
||||
)))
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dirs[d] = i; // Cell contains actor of correct type
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else
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dirs[d] = -1; // Cell is blocked by another actor type
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}
|
||||
|
||||
// Place intermediate-line sections
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if (dirs[d] > 0)
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for (var i = 1; i < dirs[d]; i++)
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yield return topLeft + i * vecs[d];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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71
OpenRA.Mods.Common/Traits/Buildings/FootprintUtils.cs
Normal file
71
OpenRA.Mods.Common/Traits/Buildings/FootprintUtils.cs
Normal file
@@ -0,0 +1,71 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
public static class FootprintUtils
|
||||
{
|
||||
public static IEnumerable<CPos> Tiles(Ruleset rules, string name, BuildingInfo buildingInfo, CPos topLeft)
|
||||
{
|
||||
var dim = (CVec)buildingInfo.Dimensions;
|
||||
|
||||
var footprint = buildingInfo.Footprint.Where(x => !char.IsWhiteSpace(x));
|
||||
|
||||
var buildingTraits = rules.Actors[name].Traits;
|
||||
if (buildingTraits.Contains<BibInfo>() && !buildingTraits.Get<BibInfo>().HasMinibib)
|
||||
{
|
||||
dim += new CVec(0, 1);
|
||||
footprint = footprint.Concat(new char[dim.X]);
|
||||
}
|
||||
|
||||
return TilesWhere(name, dim, footprint.ToArray(), a => a != '_').Select(t => t + topLeft);
|
||||
}
|
||||
|
||||
public static IEnumerable<CPos> Tiles(Actor a)
|
||||
{
|
||||
return Tiles(a.World.Map.Rules, a.Info.Name, a.Info.Traits.Get<BuildingInfo>(), a.Location);
|
||||
}
|
||||
|
||||
public static IEnumerable<CPos> UnpathableTiles(string name, BuildingInfo buildingInfo, CPos position)
|
||||
{
|
||||
var footprint = buildingInfo.Footprint.Where(x => !char.IsWhiteSpace(x)).ToArray();
|
||||
foreach (var tile in TilesWhere(name, (CVec)buildingInfo.Dimensions, footprint, a => a == 'x'))
|
||||
yield return tile + position;
|
||||
}
|
||||
|
||||
static IEnumerable<CVec> TilesWhere(string name, CVec dim, char[] footprint, Func<char, bool> cond)
|
||||
{
|
||||
if (footprint.Length != dim.X * dim.Y)
|
||||
throw new InvalidOperationException("Invalid footprint for " + name);
|
||||
var index = 0;
|
||||
|
||||
for (var y = 0; y < dim.Y; y++)
|
||||
for (var x = 0; x < dim.X; x++)
|
||||
if (cond(footprint[index++]))
|
||||
yield return new CVec(x, y);
|
||||
}
|
||||
|
||||
public static CVec AdjustForBuildingSize(BuildingInfo buildingInfo)
|
||||
{
|
||||
var dim = buildingInfo.Dimensions;
|
||||
return new CVec(dim.X / 2, dim.Y > 1 ? (dim.Y + 1) / 2 : 0);
|
||||
}
|
||||
|
||||
public static WVec CenterOffset(World w, BuildingInfo buildingInfo)
|
||||
{
|
||||
var dim = buildingInfo.Dimensions;
|
||||
return (w.Map.CenterOfCell(CPos.Zero + new CVec(dim.X, dim.Y)) - w.Map.CenterOfCell(new CPos(1, 1))) / 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
72
OpenRA.Mods.Common/Traits/Buildings/FreeActor.cs
Normal file
72
OpenRA.Mods.Common/Traits/Buildings/FreeActor.cs
Normal file
@@ -0,0 +1,72 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Activities;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Player recives a unit for free once the building is placed. This also works for structures.",
|
||||
"If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...")]
|
||||
public class FreeActorInfo : ITraitInfo
|
||||
{
|
||||
[ActorReference]
|
||||
[Desc("Name of actor (use HARV if this trait is for refineries)")]
|
||||
public readonly string Actor = null;
|
||||
[Desc("What the unit should start doing. Warning: If this is not a harvester", "it will break if you use FindResources.")]
|
||||
public readonly string InitialActivity = null;
|
||||
[Desc("Offset relative to structure-center in 2D (e.g. 1, 2)")]
|
||||
public readonly CVec SpawnOffset = CVec.Zero;
|
||||
[Desc("Which direction the unit should face.")]
|
||||
public readonly int Facing = 0;
|
||||
|
||||
public object Create( ActorInitializer init ) { return new FreeActor(init, this); }
|
||||
}
|
||||
|
||||
public class FreeActor
|
||||
{
|
||||
public FreeActor(ActorInitializer init, FreeActorInfo info)
|
||||
{
|
||||
if (init.Contains<FreeActorInit>() && !init.Get<FreeActorInit>().value)
|
||||
return;
|
||||
|
||||
init.self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
var a = w.CreateActor(info.Actor, new TypeDictionary
|
||||
{
|
||||
new ParentActorInit(init.self),
|
||||
new LocationInit(init.self.Location + info.SpawnOffset),
|
||||
new OwnerInit(init.self.Owner),
|
||||
new FacingInit(info.Facing),
|
||||
});
|
||||
|
||||
if (info.InitialActivity != null)
|
||||
a.QueueActivity(Game.CreateObject<Activity>(info.InitialActivity));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public class FreeActorInit : IActorInit<bool>
|
||||
{
|
||||
[FieldFromYamlKey]
|
||||
public readonly bool value = true;
|
||||
public FreeActorInit() { }
|
||||
public FreeActorInit(bool init) { value = init; }
|
||||
public bool Value(World world) { return value; }
|
||||
}
|
||||
|
||||
public class ParentActorInit : IActorInit<Actor>
|
||||
{
|
||||
public readonly Actor value;
|
||||
public ParentActorInit(Actor parent) { value = parent; }
|
||||
public Actor Value(World world) { return value; }
|
||||
}
|
||||
}
|
||||
23
OpenRA.Mods.Common/Traits/Buildings/RepairsUnits.cs
Normal file
23
OpenRA.Mods.Common/Traits/Buildings/RepairsUnits.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
public class RepairsUnitsInfo : TraitInfo<RepairsUnits>
|
||||
{
|
||||
public readonly int ValuePercentage = 20; // charge 20% of the unit value to fully repair
|
||||
public readonly int HpPerStep = 10;
|
||||
public readonly int Interval = 24; // Ticks
|
||||
}
|
||||
|
||||
public class RepairsUnits { }
|
||||
}
|
||||
Reference in New Issue
Block a user